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149 posts total
a1batross
Just realized that our VFS has the FS_Gets function, basically fgets but for virtual layered filesystem that we have.

The function was added by Uncle Mike back in 2007 and never again ever since.

By the way, our VFS implementation has its roots in DarkPlaces. It still resembles it, though we separated archive functions, added file names caching for case-insensitive FS emulation and implemented Valve's VFileSystem009 interface.
Just realized that our VFS has the FS_Gets function, basically fgets but for virtual layered filesystem that we have.

The function was added by Uncle Mike back in 2007 and never again ever since.
a1batross
By the way, one of the old Half-Life mods suddenly released a demo https://www.moddb.com/games/ionization/downloads/ionization-video-game-intro-demo-version-10 after years of radio silence.

And it uses our Xash3D FWGS, alongside with @snmetamorph 's PrimeXT
a1batross
https://github.com/TheOverfloater/pathos-public

Pathos Engine became open source, under MIT license.

Author seems took a lot of inspiration from Quake and GoldSrc.
a1batross
fun fact

did you know that this API interface: https://code.idtech.space/valve/halflife-sdk/src/tag/v2.0/common/engine_launcher_api.h

Was used in WON (pre-Steam) Half-Life not only to spawn a dedicated server but also by the iconic WON main menu?

Theoretically, mod developer could make their own EXE launcher with custom UI.
a1batross
https://snmetamorph.github.io/PrimeXT/docs/eng/modding_introduction/

absolutely b(i)ased introduction to Half-Life modding, calling Xash release "the most important event in modding history", by @snmetamorph

I honestly agree. Even if you have problems using Xash code, because of legal reasons, or because you're just Valve (I know my followers here ;)), it still explains the behavior of many GoldSrc API functions, that previously were barely documented.

Even if the modder don't want to support Xash, it's still possible to leverage the fact that the engine is completely buildable from the source code, meaning they can easily connect a debugger or add modern run-time instrumentation tools like AddressSantizer and UndefinedBehaviorSanitizer.
https://snmetamorph.github.io/PrimeXT/docs/eng/modding_introduction/

absolutely b(i)ased introduction to Half-Life modding, calling Xash release "the most important event in modding history", by @snmetamorph
a1batross
With opensourced Steam Audio...

...would it be possible to restore A3D to Half-Life 1? Of course not as the original but something that might sound very similar.
a1batross
https://www.youtube.com/watch?v=qB_A36wFLVE

Didn't know that Rebecca Heineman also worked on the cancelled HL1 MacOS port.
a1batross
The worst part of Quake I, II and GoldSrc is how the lightmap tied to texture scale. It completely breaks dynamic lights for a classic GL1/software renderer.
a1batross
Removed a bunch of hard-coded sounds paths and moved them to simple text file, that defines groups and sound files that belong to them.

It's mostly temp entity hit sounds, temp entity explosions and wade sounds in server physics.
a1batross

Some users were very concerned about their microphone glowing LEDs and their operating systems warn about microphone usage right after starting the engine, so I moved capture device opening to svc_voiceinit handler, and closing it in client disconnect, so we never have a microphone device opened if we don't need it.

Opus decoder and encoder still initialized early, though.

a1batross
Fixed build and tests for musl, NetBSD and OpenBSD now that we adopted SourceHut CI.

:neofox_melt_3:
a1batross
Rust-based Xash3D master server reimplementation is open sourced now:

https://git.mentality.rip/numas13/xash3d-master

Thanks to @numas13 for providing it to us.

It's already working on our production server for two weeks now, seems to be very stable and lightweight.
Rust-based Xash3D master server reimplementation is open sourced now:

https://git.mentality.rip/numas13/xash3d-master

a1batross
Merged gamma fixes and overbright implementation

Now everything looks as intended.
a1batross
commit 61f0d35836e798629a726e7ed00e8c8071477fdd
Author: Alibek Omarov <a1ba.omarov@gmail.com>
Date:   Sat Jan 6 18:54:21 2024 +0300

    engine: client: add new gamma implementation
    
    Immediately expose it in RefAPI. Bump RefAPI to version 7.
a1batross
Fixed a couple of interpolation and demo playback bugs in a couple of hours.

tired :neofox_melt_3:
a1batross
If you're making a Half-Life mod, and your mod has monsters on moving platform, you might want to keep cl_fixmodelinterpolationartifacts (what a name huh) cvar enabled.

It basically fixes that jittery movement of monsters on trains, like Gordon at the start of Blue Shift.

The cvar has appeared in HL25 update.
If you're making a Half-Life mod, and your mod has monsters on moving platform, you might want to keep cl_fixmodelinterpolationartifacts (what a name huh) cvar enabled.

It basically fixes that jittery movement of monsters on trains, like Gordon at the start of Blue Shift.
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